Cherokee Culture

Cherokee Culture (1.05)

The Cherokee traveled through a large portal nestled in a cave in the Appalachian Mountains. This brought them to a large island east of the Dawn Lands. There, it took several decades to build up their lands and become established. At first they focused their efforts on becoming accomplished farmers, hunters, and fishermen; they then started to trade with other ocean going civilizations that set up trading posts and way stations on the south of their island. Thanks to this they became a powerful nation over the next few centuries, keeping their culture and tradition but having no qualms with adopting ideas, skills, and crafts from visiting peoples. Now the Cherokee send out envoys, traders, and explorers to the wider world. They have mostly remained peaceful throughout the centuries and have even established strong trade with the Golden Empire, The Tiss, the Red Sun Empire, and the Dawn Lands. Over the last fifty or sixty years they have been fighting pirates that have slowly been encroaching on their lands.  

Restricted Classes

Hoplite, YuXia, Necromancer, Samurai  

Religion

The Cherokee do not separate spiritual and physical realms, but instead regard them as one. They practice their religion in a host of private daily observances as well as in public ceremonies. They also believe in the “Thunder Beings.”  

Special Abilities

Level 1
War Club Training: You do +1 damage with sticks and clubs.   One With Nature: You are immune to the first attack/bolt from the Entangle spell ability (one hit is considered zero, two are considered one, etc). This stacks with other sources, so a Cherokee Ranger could ignore two bolts. This ability is renewable.   Cherokee Archer: You gain the ability to use the bow and arrow (3x/day). Cherokee characters who belong to classes that can use bows and arrows gain a +1 damage bonus with their bow and arrow attacks. This bonus does not increase the number of arrows they can use in a day. For example, if you are playing a Cherokee Archer, you get the +1 damage on bow and arrow attacks due to your Cherokee culture (in addition to your Archer class bonus) but you still get the number of shots per day that an archer gets. If you are playing a class that doesn’t usually have the ability to use bow and arrow at all, then you can use one.   Canoe Building: You and up to one additional person at a time may cross river obstacles.  
Level 3
Friend of the Spirits: Once per day (1x/day), you may ask the Loremaster (or local guard or admin) a question about the quest or sense of any magical or non magical beings in the area.  
Level 6
Hit and Run: You can ignore the first attack during an encounter, battle, or duel. This must be called out and can work against spells, long range attacks, or melee attacks. This ability is taken from the Cherokees' well known historical ability to conduct hit and run attacks and then disappear into the wilderness. This ability can be used once per day (1x/day) and can be renewed.  
Level 9
Natural Energy: You are now immune to Raise Undead, Drain Energy, and plague areas.

Comments

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Jan 16, 2024 08:45

I think Cherokee weapon use needs to follow the wording and explanation of Comanche Weapon Training